Wednesday, 11 December 2013

WEEK 3 REVEIW


 Sadly when Katy designed him, she didn't give much of a body base so I could interpret what she wanted. (see in blog 7)















These coloured characters are called 'Minions' for each colour (Green = Asgo) they are recoloured but the same character, this is to save time so we don't have to make two different minions for each shop, as it will get too much work and wont be created in time, minions are basically shop workers that try to attack you, so as well as the bosses trying to kill you, they have different minions to kill you as well.










 These are health pick ups you can pick up, when doing this you can gain health when you are low, there are even weapons that you can pick up and throw at the bosses and minions to make them weaker.  I started with a concept drawing then made them in Gimp.



 Me and Katy have both started to design our Sprite sheets, I drew out the concept and designed all the characters in SAI at home, this was hard because my tablet broke and I had to use a mouse, she created them in a sprite sheet and we both did colour gradients and coloured them in and did the shading. So we have created a motionless sprite for most the characters.

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In the dipper chart you see that our work is ahead of it's self, probably due to me and Katy working through the weekends. 

Friday, 6 December 2013

WEEK 2 REVEIW

All week both me and Katy worked together, which is good because together we work really well. So far I'm pushing her a lot so we both work at the same pace, not one a head of the other so giving our work to Ellis will be constant and not half of the sprites he needs and another the other half another time so he would have to go back and do it again, so far we are both ahead on our time table.






here is the concept art me and Katy drew, as we agreed I drew Sainsmorries and Asgo, Katy drew the other two. Since they are gangstas, I kept the idea of old time, Frank Sinatra, Italian style and the new age London type of gangs, or 'chavs' as other people would say. I thought it will be good idea to mix it up a little and use these two types of well known, but different gangs. I drew them on paper and scanned.















After we drew we created pixels in the program 'Gimp', we find this program easier to create sprites on. We originally wanted taller, more realistic kind of pixels, but I didn't like the look of it so I asked for a smaller and fatter version like they have in the first Pokemon and both me and Katy liked the look a lot. Pleased on the base, we carried on and coloured in, we wanted a lot of detail on the colours to make it look pretty and noticeable, doing this we loved the design a lot more. We made the colours but using the same colours of Red, or Green, and make gradients with it, doing this putting Dark shadows and highlights and it creates a better look. We made the rest in Gimp and used the same technique. 





Here, you see the gradients we used and the program.



While I was writing the paper, Katy experimented with a walk animation and came up with this, its a good start for walking forward, and showed me how she did it, this is a good start since we are going to start on the animation next week.




I completed all tasks set this week and more, in the dipper chart you will see I am ahead of all work by a bit. also in my spread sheet it was said I have completed all the work I was set this week, also done more since we have started to animate the sprites.

WEEK 2 MINUTIES

5th December 2013

 Everyone started off saying how they was getting on with the work, Ellis said he has completed the foundations and needed something to work with, Anna and Katy said she needed more work to be set because they finished all of last weeks work, we talked about what we needed to do, Katy said she needs to create the shelf's anyway so when she is done she can give them to Ellis so he can carry on working hard. Anna said she can draw concepts of the characters and when she's done start creating them in gimp, Katy wanted to join as well because she said she enjoys making pixels, Anna said by the time she's finished drawing concept art, Katy would be done making shelf's so she can join in and make the process faster.

Anna mentioned how she won't be in college for the last week due to an operation, Katy said that she will send her work through Facebook, such as pixels and concept art, we all agreed on this and Ellis mentioned he needs something to work on, so Katy offered to create shelf's for the games for Ellis to use and put on the computer, Anna said she will design the characters for the game, Katy agreed to help when she has finished, Ellis said that everyone pretty much needed to carry on from last week and he needs to insert shelf's, everyone agreed and went off to do there work.

Friday, 29 November 2013

MINUTIES WEEK 1

We gathered around the table and talked about what we wanted to be included in the game, Ellis has already given his ideas and said about the gangstas but to be portrayed in a humorous way due to the humorous sitatuon, Anna and Katy agreed and talked about how each shopping market should have its own house colours, Everyone came up with...

Little Helps: Blue
Asgo: Green
Morrislands:Yellow
Sainsmorys: Orange

We all found it funny because the names and colours relate to real super markets in the UK so we thought we would make it obvious to the player that these are the super markets you go to everyday. Ellis suggested that Anna and Katy should choose two Super Markets to design so there is a fair share of work and drawing for the both of us, agreed Anna chose Asgo and Sainsmorys because she already had an idea for the bosses in the game, Katy chose Little Help and Morrislands for the same reason as Anna, that she also had an idea for the bosses.

Ellis then explained how he would like his game to look, that he wanted it to be 2D, birdseye but at a slight angle and for the camera to follow the character as he walks, he also said what objects he would like to see in the game such as Boost cans to give you more health, and the Fish Market where you can get a fish and slap the enemies. Katy said that there should be spilled drinks down the isle to make you walk slower, everyone agreed with this idea and Ellis said that there should be a freezer section where there is ice on the floor that makes you slide fast which is also an idea everyone likes.

We talked about characters and how we would like the bosses to look, Anna said one should be in a wheel hair with no legs, to add ironic humor, and also said there should be a fat man that could look cute and cuddly but be very brutal. Katy said that there should be a man with a tattoo on his forehead with his favortire super market brand, and a little scrany guy you should fight agasint, everyone agreed to this.

Anna suggested that we should get started to design the map, so Ellis would have something to work on sooner. Then the group disbanded.

WEEK 1 REVEIW



After I created my sprite, we got to present what we created to the fellow artist and designers, so they know who they would want and who can create a sprite in a short amount of time and the style they would like to select. we were given 3 yellow sticky notes and picked the game ideas we liked best, presented by the designers. I picked a cutesy cat game that would of been perfect from my normal style, and would be easy to create for since I usually draw rainbows and cats anyway. Another idea I liked was called super market brawl, a great idea that could be expanded better with good/funny art style to create a well balanced game. We left the room and came back to find that i wasn't part of the Caterlot Game like i wanted to be but part of another game Super Market Brawl, which i didn't mind because it was such a good idea, but I was confused on why I wasn't picked, but at least I was put with my friend, Katy.

The game idea was produced by Ellis, whom i know I'd get along with due to his good sense of humor. We talked about what we would like in the game (Go read the minutes to find out) and once we agreed me and Katy started to draw out a map, for all three levels.

While doing this we created a few mistakes with numbers but soon corrected the maths mistakes.




but below you can see our map idea, we also had some ideas for graphics in the game while doing this, so it was good to start off with. Since we only started this on Thursday afternoon, this is all we have accomplished so far, but we have got a good foundation to start on and everyone is putting int he same amount of work as everyone else.











I have also started to fill out my spreadsheet on what I have completed so far this week, I have already found my self ahead of schedule which is good because me and Katy can get down creating the graphics for the game and sprites, as I miss a week of College due to an operation. We are ahead due to Ann's art lesson being canceled, finding our self's having extra time we completed many of the small little tasks and all together has made a big difference.

Thursday, 21 November 2013

Cakety gif NEW FRAME

I added a new frame, but because I was getting confused I had help from Katy, I also added the Peppermint Spin wheels to spin better, made the hair bounce and her to blink! hooray x2

Gif was the death of me

Here you see is my character, Cakety, rolling about and moving! Hooray

Cakety 2D Game design

Today, after being told that artists need to design a character, I designed a character and started to animate it, the idea game from a basic character that has been in my head for a while but i wanted to add some bazaaZ to it. I made her into a robot sweet person. A drew out the character before hand and scanned it into gimp, I chose gimp because using tools to create pixels seemed easier, and also making a colour pallet was simple on that program too. I drew over the picture on a tiny canvas, and added colour and shading to everything.

I have also started to animate my character, I've started out with a really simple bounce and blink movement with two frames, but i hope to make her peppermint spin wheel feet to turn as well, and create more of a bounce movement in the eclair
.This is her standing up more straight, holding the eclair lower and her eyes closed. Simply cutting out the eclair and moving it higher, and movement the peppermint pinwheels and colourering her eyes closed made this.

Thursday, 14 November 2013

Why I characterized my Models

in both my models they turned out to be a lot more characterized than it looked on my photoshopped version of zombie me, this is due too when i was creating the clay model, i wanted more expression  and personality than my picture, so i lifted the head to make it look like it was looking up slightly and had more cuts and flaps around the open mouth to create more details, and make it less plain that  it looked without the added details.

In the second Zbrush \model, I had more capability to make the perfect head shape and eye shape which I did, bit I added more details like cuts and scars, to make it look more interesting to look at. I think doing this has improved my models and made them more interesting and zombie-like

Wednesday, 6 November 2013

Zbrush

When using the tools in Zbrush, the one I liked the most is Clay Tubes, depending on the size of your brush you can add tiny details with it or huge facial things like nose or eyes. It's different working with Clay because I find it quicker working on Zbrush and makes your model look smoother and professional. When working with clay, it gets stuck on your tools or if you do one thing wrong you've got to start all over again but on zbrush if you do something wrong I can easily change it by adding or using low subdivision and use the move tool, and line it up with my image planes and create my jaw line or nose far more easier than I can with clay. When image planes are added it makes the process of modeling far more easier, I can make the model almost see through and I can grab parts of the face and line it up to make it more similar to my own face. Another reason I liked zbrush more than clay is that when you make a clay model once you have completed it you have to start from scratch again to make a new one, but on zbrush you can use an old file and experiment or create a new face, which is a lot more resourceful than Clay. Using Zbrush is a lot more flexible than using clay which I like a lot, when using Zbrush you can delete your mistakes, create molds easier and your objects will be placed where you want it to be, and not get squished or stuck like it does when you use clay. Another easy thing was going into Maya and creating Teeth or Hair, and importing it into Zbrush, it a lot less time consuming than creating hair and teeth in clay, because you have to spend a while to get it precise. Another feature Zbrush has is Alphas, where Zbrush uses the different shades of grey on the black and white image to determine the depth of the picture features, thus making a 3D brush, you can create these for your self in Photoshop or use the ready made ones in the files, they are useful to add a lot of depth detail in your model, making it easier than just scratching on marks, this can create a professional look for your 3D model. Another tool that is useful tool in this program is the smoothing tool, when you add clay to your model it can look ridged and untidy, but smoothing tool can make it look sleek and more tidier, this is really useful to smooth your your details and make your model look clean. A thing bad about Zbrush is the camera angles, when using zbrush it's hard to get a precise angle of your model because it turns too easy and the sensitivity of the camera is too high, this can be time consuming trying to get your model facing towards you again or trying to turn your model around, it can end up upside down.

When using Clay I find it to be squishy and more practical, you have to use the same amounts of two different clay and sit there for a bit to squish it together, after a while it hurts your fingers because of the friction it creates. You apply the none sticky clay into the foil and mold it into a face, after you think you've got a basic shape, only using the images you have printed out as reference on the table, you can start taking little bits of clay and create facial features like nose and eyes, with the nose I found it easier for the clay to be fresh and squishy and apply it onto the face, using the tools to shape it into place though because of this, if I pick up the model and accidentally budge the nose, it would be ruined and I would have to start it again. Because the chin was too small it was easy to add a chunk of clay to the bottom of my model and mold it into a descent looking chin, the mold was again squishy and not very sticky and adding such a huge chunk made it unstable and easily fell off, I learned to leave the mold for a bit so I can push it on and it stays, i also used other bits of clay like glue and massaged it in, so it looks smooth and and not just simply pushed on. You can also use clay to scratch details on like I did with the clay mouth, I grabbed a scopul and gently scratched the details of the teeth on, I left the model to dry a bit first so it wasn't too squishy when I tried to do this, otherwise it would just become a mess because it hasn't dried enough to do an action, this can take a while and if you do it wrong you have to start again because it is too visible that you have done something incorrect. A mistake a made when making my model was when adding the eyes I didn't leave the clay to dry long enough when i rolled it up into an eye ball shape, so when inserting the eyes balls into the sockets, they became flat and marked easily, it didn't come out how I wanted, but after doing this mistake I learned that I have to be patient with clay models, or it will come out wrong. One thing I found easier to do with clay than on Zbrush was making the skin flaps around the face, using soft, fresh clay I rolled it into a ball and flattened it out onto the table, using the tools I picked it up, it didn't matter if it had scratched or bits fell off the pancaked piece of clay, because it would add more detail to the skin tearing off effect. I rolled it up side ways then unraveled it onto the model, using the tools I raised it slightly so around the mouth and jaw, it looked like the skin was coming off, this was a lot more harder to do on Zbrush. When we modeled with Greenstuff, it cured a lot quicker than the clay did and was also more sticker, making little details was hard but using clay it wasn't sticky at all and can do a lot more details than you can on green stuff. Another problem you have with Clay is that once it has dried you have to chisel off your mistakes, when you work on Zbrush you can just CTRL ALT DELETE and your mistake will be gone, chiseling is a lot of work and you could break your model if you are too rough.

The different with Clay that is alot more easier with Zbrush that it comes naturally, everyone know show to pick up a piece of clay and mold it into a basic shape and add details, but it's just having the eye and the steady hand to create something amazing. In Zbrush you have to learn different tools and how to work in it before you can make anything, which can take time, but i still find it easier and quicker to make than Clay with better results.











After choosing the basic model, I used the move tool on the lowest poly available to create my basic face shape, but before I had to add my orthographics, so I knew where to move the face and create a similar shape.Using the Clay tool, I layered on deep eye sockets and cheek bones to create a deep zombie look, like my edit on Photoshop looked like. Soon I found out how to make my model see through which made details such as nose size easier as I added the nose before I knew how to do this, after over coming this problem i manged to get my nose more precise and accurate, it was too high and small before, as now it's bigger and wider and looks more like my real nose. I added clay over it so i can create the skin folding over it, as the skin has been ripped off, exposing flesh underneath and teeth, using the stretch tool I stretched the skin out from the clay I layered over the nose and skin so it folded over. After I wanted to add teeth, so I used orthographics in Maya and shaped the teeth from a poly cube, then put them back into Zbrush and created the ridged effect by adding clay or pressing shift so the teeth looked chipped and rotted.

 Soon I created hair by adding a cube polygon and adding image planes into Maya. I added subdivisions to the Poly cube and extruded corners to make point at the bottom of the hair after placing the shape in the correct place, eventually I messed around with the shapes to put them in correct place by shaping the faces inside the shape and moving it around. I did this three times, both on the side and one on the back to create hair shape. I saved them individually then Exported the hair into Zbrush.

Wednesday, 16 October 2013

Modelling

We made our models that we have designed in Photoshop by talking our self’s and creating myself as a zombie, soon as we had a design we went straight into using 'Grey stuff' which was a lot easier than 'Green stuff' it is less sticky and more moveable so making face shapes and little additional detail was a lot easier.

We started by using tin foil and made a basic skull shape, we had to keep it tight and condense so when we are modelling the face the skull doesn’t change shape when we press hard.

Soon enough I added a basic shape for my nose and added the extra layer of skin so my character has the basic shape and structure of an actual skull, but there was a problem, my character didn’t look like it had a chin which annoyed me because people tend to have chins, I solved this by getting a lump of grey stuff and adding it to the bottom of my model, then mould it till it makes the shape of a chin. I added a facial expression as well by making the eyes look angry, so it has more of a personality.


After getting the basic shape I started to add details onto my model, I added flaps of skin coming off of my face and teeth snarling, I was trying to make my model look aggressive, I added mould into the eyes and little dots and markings on the model to make it look rougher.

(In the picture on the right you can see the slight indentations I have made and also the chin I have added, also the nose has been fixed and made more define and realistic.)
I started to add hair which I felt didn’t look right, it look stringy and like spaghetti and not the realistic look that I want, I also added rips on the skin folds and more chips and scratches onto my face. I also filled the holes in my eyes, but I hadn’t finished yet.

Because I didn’t like my hair I thought adding a shoulder would make the process easier, which it did, instead of it looking like spaghetti and attached it to the head and shoulders. I wrapped tin foil around the role and then added the Grey stuff to do this.





Here is my finished model, I do like how rough and messy it looks, my favourite part is adding skin flaps and I love how it looks, one mistake I have made is I didn’t make the forehead big enough which is what I don’t like and I would change because it takes away from the realism. Over all I liked modelling and found it fun to do.